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Bane of Misoids
After recent discussions, I decided to start thinking of event ideas, especially common events, that we can implement in the future into Dune Wars.
My master thought collection is here: https://wave.google.com/wave/waveref/googlewave.com/w+XMqtelUhC
EDIT: I just found that Gwave is being discontinued. I'm going to port the master list below. Might take a bit to fix the format
Some rules of brainstorming:
Dune Wars suggestion and links for event brainstorming:
Some other themes that might work:
Suggested Guidelines
A good negative event imho is like this
Negative Event Sample
This way, in a negative event, players both have the opportunity to choose how it affects them, and if they have a particulr civic or faction, they get to feel special for their choices
I'm adding some artwork/rules from events in the CCG. This can provide some ideas. If you think of an event to go with the name/art add it below it.
These events have some requirements to happen and therefore are not very common. On the other hand, they are usually more powerful and always have a significant result
Water Riot
--The situation in [Starving city] has taken a turn for the worse. Thirsty people are rioting for water.
Prereq: Starving City
Obsolete: None
Spice Market Bust
-- Surplus spice production has temporarily depressed the market price of spice.
Prereq: Spice Industry tech
Obsolete: None
* Add a temporary building to the capital of every civ that adds -1 commerce per spice resource, for 10 turns.
* Sell while you still can!.
Guild Boom
-- An unexpected increase in spice demand has temporarily raised the market price of spice. Could someone be stockpiling?
Prereq: Spice Industry Tech
Obsolete: None
* Add a temporary building to the capital of every civ that adds an extra +1 commerce per spice resource, for 10 turns.
* Take advantage of the situation and increase our prices.
Smuggler Activity
-- Reports indicate that smugglers are harvesting spice near <cityname>.
Prereq: Harvester improvements
Obsolete: None
* Send troops to secure operations
* -30 Gold
* Convince the smugglers to work for us. [Requires Ecaz civ]
* Gain a free smuggler unit in <cityname>
* This will not stand. Attack the smugglers!
* Create barbarian vulture thopter and suspensor gunship on the tile
* Ignore them, I have more important concerns.
* Spice resource is removed on the tile where the event is triggered
Rage Against the Machine
-- An angry mob has gathered in <city>, enraged that your technological innovations are testing
Prereq: Automated factory or Computerized research lab
Obsolete: None
* Thou shalt not build a machine in the likeness of man. Let the mob vent their rage.
* Destroy the factory or research lab.
* Technology is but a tool, we must use every advantage we can. Protect the equipment at all costs.
* -1 population in <city>. +1 permanent unhappy in <city>
* Assure the public there is nothing to fear. [Requires Charismatic trait.]
* No effect.
* Our House's prosperity rests on innovation and development. The public must realize this. [Requires House Ix or Ordos civilization.]
* No effect.
Trade expansion.
-- Trade is the lifeblood of the galaxy, and CHOAM is the center of all trade. CHOAM seeks to expand its profits by constructing a new spaceport in <cityname>.
Prereq: City with CHOAM religion and Offworld Trade tech.
Obsolete: None
* Adds a spaceport to <cityname>.
The Spice must flow
-- Someone has noticed your efforts to terraform Dune and they are not pleased by it. An unidentified batallion has just landed on our territories.
Prereq: Dune Paradise civic and a grassland tile
Obsolete: None
* 2 Barbarian Sardaukar units and 1 Suspensor Frigate are created on a grassland tile in your territory.
A cache of crysknives
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. As fortune has it, it looks like they were some kind of elite combat unit carrying crysknives
Prereq: Fanaticism tech
Obsolete:
* We shall use these weapons to bring fear into the hearts of our enemies [Fremen only]
* Create a Naib's Chosen unit.
* This is an opportunity to make a quick coin. Sell them to the highest bidder
* +50 Gold.
A cache of lasguns
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. As fortune has it, it looks like they were some kind of high-tech unit carrying lasguns.
Prereq: Maula Troopers tech
Obsolete: Lasgun troopers tech
* The weapons are in bad state but they can still be sold for spare parts.
* +50 Gold
* Old technology can be restored with patience [House Ix Only]
* Create a lasgun soldier unit with the "poorly maintained" promotion.
A cache of rifles
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. They seem to have been a house's batallion and their weapons are still serviceable.
Prereq: First guardsman tech?
Obsolete:
* Create an advanced infantry unit in the nearest city.
Abandoned Vehicles
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. A bunch of high-tech vehicles have been almost reclaimed by the sand.
Prereq: First vehicle tech?
Obsolete:
* The vehicles are not serviceable but they can be sold for spare parts.
* +50 Gold
* There's nothing that cannot be repaired with our intelligence [House Ordos Only]
* Create a Roller unit.
Abandoned Thopters
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier battle. Fallen thopters litter the land where a dogfights must have taken place in the past. Among them, you find some in better confiiton.
Prereq: Combat Ornithopters tech
Obsolete:
* The vehicles are not serviceable but they can be sold for spare parts.
* +50 Gold
* What is working between them can be made to one whole [House Atreides Only]
* Create a Buzzard Thopter unit with the "Poorly Maintained" promotion
Abandoned Artillery
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier siege. A bunch of high-powered weapons are littered among the bleached bones of fallen soldiers.
Prereq: Chemical Explosives tech
Obsolete:
* Someone on the market is sure to have some good use for these.
* +50 Gold
* How delightfully destructive! See what we can salvage. [House Harkonnen Only]
* Create an Assault Cannon unit with the "Poorly Maintained" promotion.
Landsraad intrigue.
-- A motion in the Landsraad would deprive us of spice harvesting rights near <cityname>.
Prereq: High Council tech and City with spice resources nearby
Obsolete: None
* "Our hands are tied, there is nothing we can do."
* Destroy all spice resources in BFC of <cityname>.
* "Any decision can be changed by a well-placed solari. Spread some bribes around to exclude our holdings from the motion."
* -100 gold.
* "Use our political allies to ensure that the motion fails."
* Add +100 culture in <cityname>. [Requires Bene Gesserit.]
* "Fools. Crush the motion with our veto."
* No effect. [Requires Corrino.]
Palmery
-- We have discovered a cache of water near <cityname> with a handful of scraggly palms - many thousands of litrejons.
Prereq: Requires Way of Liet tech
Obsolete:
* 1. Bring the water to <cityname> Water is life.
* +30 water in <cityname>
* 2. Use the water to sustain the trees. Every drop must further the path to Paradise. [Requires Arrakis Paradise civic.]
* Add a Palmery building to <cityname>.
* The water belongs to the people. Spread the good fortune [Requires House Atreides]
* +1 Permanent hapiness in city
These events do not need high tech or specific conditions and therefore are likely to happen far more often. They should have minimal impact on the game if the player doesn't wish to.
Assembly of Lords
-- The nobles of Dune are assembling and you've been invited as a person of some importance
Prereq: None
Obsolete: None
* I have no time to spare on those pampered fools.
* -10% culture production for 5 turns. +20 hammers on your capital.
* You have insulted the influential people of Dune but you used this time productively.
* I'll be delighted to attend and catch up with those esteemed personas.
* +10% culture production for 5 turns
* You take the opportunity to show your exquisite manners.
* I absolutely insist this occurs at our capital [Corrino Only]
* -30 Gold, +20 culture on your capital for 5 turns.
* You arrange grand ball which shows your superior culture.
Coriolis Storm
-- Our <unit> has been caught in a brutal Coriolis Storm. What shall we do?
Prereq: Unit in a desert tile
Obsolete: None
* Try and out run the storm, to get to safety.
* 50% chance unit destroyed, 50% chance no effect.
* Hunker down and wait it out.
* Unit takes 50% damage.
* Meld in the sand my brothers [Fremen Only]
* Unit loses next turn.
Insect infestation
-- A <Dune insect> has infested the area around <city> and its causing issues in our moisture gathering
Prereq: None
Obsolete: None
* We have no time to deal with this, let it run its course.
* -1 water production for 5 turns
* Pay some locals to exterminate the mass of them.
* -10 Gold
* Use our conservation technology to direct the insects to a restricted area where they can then be bred safely.
* -50 Gold. Creates a new insect resource around the city.
A wounded visitor
-- A member of a local tribal expedition has stumbled wounded into <our city name>. Apparently they were caught by a Sandworm and he's the only survivor.
Prereq: None
Obsolete: None
* Help him get back on his feet and have him on his way
* +1 Happiness on [city] for 10 turns.
* Word of your benevolence spreads around the location.
* Filthy tribals. Help him only if he provides something of use.
* +1 Production for 10 turns as he repays his debt.
* Ah perfect, a new volunteer for the arena [Harkonnen only]
* +1 Happiness, +2 Gold in [city] for 10 turns
* He fought well, but not well enough.
* Introduce him into our cause. [Fremen Only]
* New Fremen special combat unit spawn in <city>
Unhappy workers
-- "A group of skilled spice workers in <cityname> are unhappy with their conditions, and are threatening to leave Arrakis."
Prereq: Spice Industry tech
Obsolete: None
* So be it, let them leave.
* No effect.
* Offer to double their salaries and improve their working conditions.
* -100 gold. create three spice resources with harvesters improvements built on them within your territory.
* Round up the ringleaders and kill them. The rest will fall into line." +3 unhappy in <cityname> for the next 20 turns.
* Create three spice resources with harvesters improvements built on them within your territory.
Survivors
-- Our patrols found a group of injured men in the desert near <cityname>, survivors from from a crashed thopter.
Prereq: None
Obsolete: <some early game tech - maybe Dune topography?>
* "See to their injuries, and see if any will join us."
* Gain an infantry unit in <cityname>.
* "Spare them, and then let them work off the debt we owe them."
* Gain two slave units in <cityname>.
* "Their water must be saved. Finish the wounded and bring them to the deathstills."
* +15 water in <cityname>. Requires Fremen.
House Minor: fealty
-- We have come across the remnants of one of the Houses Minor, who have survived the Catastrophe. They are being hunted by the <civname>, and offer their fealty in exchange for protection.
Prereq: A barbarian city and contact with another civ
Obsolete: None
* Allies are always useful. Attack the <civname>,
* <barbarian city> and all units in it become yours. Declare war on <civname>.
* Arrakis is harsh enough without borrowing the troubles of others. Stay well away."
* No effect.
* We will assist - but we don't work for free. Work out a contract, and then organize the attack. [House Ordos Required]
* <barbarian city> and all units in it become yours. Declare war on <civname>. +100 gold.
Water efficiency.
-- An able tech-man suggests an innovation that will improve our water efficiency near <cityname>.
Prereq: Windtrap Improvement OR Groundwater Well Improvement OR Dew Collector improvement.
Obsolete: None
The Prophet
-- A crazed prophet from the desert has been spotted in <cityname>, preaching a return to the old ways. His speeches attract a growing following.
Prereq: None
Obsolete: None
* He may rile up the populace, but they will tire in time. Let him speak.
* <cityname> goes into anarchy for 2 turns.
* "His words undermine our rule. Have our clerics brand him as a heretic and disperse the crowd" [Requires theocracy civic.]
* -1 unhapiness in city for 10 turns
* One of the Chosen! Welcome him as a brother. [requires Shai-Hulad state religion.]
* Gain free priest specialist in <cityname>.
* Silence him. Quietly. [Requires War of Assassins civic]
* -20 Espionage.
Rogue agent.
-- A Rogue agent from <civname> has contacted us about defecting...for a price
Prereq: None
Obsolete: None
Gardens
-- A new fashion is spreading on Arrakis, where wealthy nobles built opulent gardens and fountains. Many nobles in <cityname> are demanding more water.
Prereq: None
Obsolete: None
* Allow the nobles to build their fountains - we need these people.
* Permanent -5% water in <cityname>, +5% culture in <cityname>
* Refuse the water, even if this angers the nobles.
* Permanent +1 unhappy, -10% culture in <cityname>.
* None of our people would waste water on such frivolity. [Requires Water Discipline civic.]
* No effect.
Unhealthy Goods
-- Smugglers have been active around <cityname> and selling some highly toxic narcotics. What should we do?
Prereq: None
Obsolete: None
Unwelcome Visitors
-- Smugglers have been active around <cityname> and selling some highly volatile explosives to reactionaries. What should we do?
Prereq: None
Obsolete: None
Unruly Locals
-- Local tribals have been visiting <cityname> and using up our water reserves.
Prereq: None
Obsolete: None
Water customs.
-- A great banquet is held in <cityname>. By custom, the guests spill water onto the floor with is mopped up with towels, whose drippings are then sold to the poor.
Prereq: None
Obsolete: None
Disease.
-- A virulent disease outbreak has occurred in <cityname>.
Prereq: None
Obsolete: None
These are half-formed ideas for events. Feel free to expand on them.
Water Seller's Monopoly
-- The Water Sellers are not happy that their monopoly is challenged by houses having their own operation in the pole.
Prereq: City in the polar region
Obsolete: None
Philanthropy Drive
CHOAM Insolvency
Spice Miner's Strike
-- Recent events have forced the hand of the Miner's Union which is now refusing to work.
Prereq: Built Spice Miner's Guild
Obsolete: None
The spoilers above will keep being updated as more ideas are added in the thread.
My master thought collection is here: https://wave.google.com/wave/waveref/googlewave.com/w+XMqtelUhC
EDIT: I just found that Gwave is being discontinued. I'm going to port the master list below. Might take a bit to fix the format
Spoiler Guidelines :
Some rules of brainstorming:
- Defer judgement: Dont dismiss any ideas. Nothing can kill the spirit of a brainstorm quicker.
- Encourage wild ideas: The whole point of brainstorming is to come up with new and creative ideas.
- Combine and improve ideas: No buts, only ands.
- Go for quantity: Aim for as many new ideas as possible.
Dune Wars suggestion and links for event brainstorming:
In particular, we should think about Themes from the Dune universe that we want to highlight in events.
Like water shortage, religion as a tool of control, tradition vs reform, the Triumvirate of Emperor, Landsraad and Guild.
And we should create a set of events that highlight the special advantage of each faction by giving them a superior option; we should do this for every event.
We could also do it for leader traits, perhaps? I could imagine Charismatic or Religious or Financial leaders having extra event options, for example.
Like water shortage, religion as a tool of control, tradition vs reform, the Triumvirate of Emperor, Landsraad and Guild.
And we should create a set of events that highlight the special advantage of each faction by giving them a superior option; we should do this for every event.
We could also do it for leader traits, perhaps? I could imagine Charismatic or Religious or Financial leaders having extra event options, for example.
- Some suggestion on what kind of events to have here: http://forums.civfanatics.com/showpost.php?p=9545707&postcount=7
- The events included in the Vanilla Civ are here: http://forums.civfanatics.com/showthread.php?t=236727
Some other themes that might work:
- In the early game: discovering technological remnants that give you a single more advanced unit (possibly that starts with the Poorly Maintained promotion).
- Getting a contingent of soldiers from an allied house from offworld.
- Having an assassin offer their services (create a Sardaukar Operative unit).
- Having CHOAM audit your spice operation.
- A wandering preacher from the desert arrives (do you let him speak, have him killed, offer him a position in your service?)
- Water raiders (create the -water building in city X for Y turns)
- Finding a water cache, or spice cache.
- A mass of sandworms showing up in a big spice patch (create 4 sandworm units).
- A sandstorm that destroys some improvements (sink tiles immune).
- A new source of groundwater discovered.
- An offworld ally requests assistance: give money or lose culture/influence.
- The Houses Minor.
- Another theme that would be really cool to highlight; deathstills, and Fremen rendering the water of the dead
Suggested Guidelines
- No-Choice events should be positive (i.e. grant the person something)
- If an event is negative, it should provide options to allow the player to choose how it affects them (do you want to lose money, water or happiness). This way they can select the least harmful option.
- Events should reward player choices (Faction, Leader Traits, Civics etc)
- Events should have some flavour which hints at a living world outside their borders.
A good negative event imho is like this
Negative Event Sample
- Option one: Moderate harmful effect (eg Lose some money)
- Option two: Alternative moderate harmful effect (eg Lose moderate amount of culture)
- Option Three [Particular Faction only]: Make event pretty harmless (eg Unit loses a turn)
- Option Four [Particular Civic Only]: Make event slightly beneficial (eg Gain a new improvement)
This way, in a negative event, players both have the opportunity to choose how it affects them, and if they have a particulr civic or faction, they get to feel special for their choices
I'm adding some artwork/rules from events in the CCG. This can provide some ideas. If you think of an event to go with the name/art add it below it.
Spoiler Rare Events :
These events have some requirements to happen and therefore are not very common. On the other hand, they are usually more powerful and always have a significant result
Water Riot
--The situation in [Starving city] has taken a turn for the worse. Thirsty people are rioting for water.
Prereq: Starving City
Obsolete: None
- Purchase enough water from the Water Sellers to prevent disaster
- -100
- Let the rabble sort it out by themselves
- City goes in anarchy for 2 turns
- We should have sufficient water to share: make our personal supply available. [Requires polar ice resource]
- Stored :water: reduced by 50%
- This is unacceptable. Disperse the mob by force.
- Permanent +1 in the city
Idea has been discussed here: http://forums.civfanatics.com/showpost.php?p=9549740&postcount=2
Spice Market Bust
-- Surplus spice production has temporarily depressed the market price of spice.
Prereq: Spice Industry tech
Obsolete: None
* Add a temporary building to the capital of every civ that adds -1 commerce per spice resource, for 10 turns.
* Sell while you still can!.
Guild Boom
-- An unexpected increase in spice demand has temporarily raised the market price of spice. Could someone be stockpiling?
Prereq: Spice Industry Tech
Obsolete: None
* Add a temporary building to the capital of every civ that adds an extra +1 commerce per spice resource, for 10 turns.
* Take advantage of the situation and increase our prices.
Smuggler Activity
-- Reports indicate that smugglers are harvesting spice near <cityname>.
Prereq: Harvester improvements
Obsolete: None
* Send troops to secure operations
* -30 Gold
* Convince the smugglers to work for us. [Requires Ecaz civ]
* Gain a free smuggler unit in <cityname>
* This will not stand. Attack the smugglers!
* Create barbarian vulture thopter and suspensor gunship on the tile
* Ignore them, I have more important concerns.
* Spice resource is removed on the tile where the event is triggered
Rage Against the Machine
-- An angry mob has gathered in <city>, enraged that your technological innovations are testing
Prereq: Automated factory or Computerized research lab
Obsolete: None
* Thou shalt not build a machine in the likeness of man. Let the mob vent their rage.
* Destroy the factory or research lab.
* Technology is but a tool, we must use every advantage we can. Protect the equipment at all costs.
* -1 population in <city>. +1 permanent unhappy in <city>
* Assure the public there is nothing to fear. [Requires Charismatic trait.]
* No effect.
* Our House's prosperity rests on innovation and development. The public must realize this. [Requires House Ix or Ordos civilization.]
* No effect.
Trade expansion.
-- Trade is the lifeblood of the galaxy, and CHOAM is the center of all trade. CHOAM seeks to expand its profits by constructing a new spaceport in <cityname>.
Prereq: City with CHOAM religion and Offworld Trade tech.
Obsolete: None
* Adds a spaceport to <cityname>.
Ahriman said:
Alternatively, have it add a CHOAM outpost or directorship, or a landing stage.
We could have similar events that boost happiness and influence in Imperial cities, that boost water production in Shai-Hulad, that extinguish all other religions in Qizarate, that add a bunch of free zealots to Mahdi.
The Spice must flow
-- Someone has noticed your efforts to terraform Dune and they are not pleased by it. An unidentified batallion has just landed on our territories.
Prereq: Dune Paradise civic and a grassland tile
Obsolete: None
* 2 Barbarian Sardaukar units and 1 Suspensor Frigate are created on a grassland tile in your territory.
A cache of crysknives
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. As fortune has it, it looks like they were some kind of elite combat unit carrying crysknives
Prereq: Fanaticism tech
Obsolete:
* We shall use these weapons to bring fear into the hearts of our enemies [Fremen only]
* Create a Naib's Chosen unit.
* This is an opportunity to make a quick coin. Sell them to the highest bidder
* +50 Gold.
A cache of lasguns
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. As fortune has it, it looks like they were some kind of high-tech unit carrying lasguns.
Prereq: Maula Troopers tech
Obsolete: Lasgun troopers tech
* The weapons are in bad state but they can still be sold for spare parts.
* +50 Gold
* Old technology can be restored with patience [House Ix Only]
* Create a lasgun soldier unit with the "poorly maintained" promotion.
A cache of rifles
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. They seem to have been a house's batallion and their weapons are still serviceable.
Prereq: First guardsman tech?
Obsolete:
* Create an advanced infantry unit in the nearest city.
Abandoned Vehicles
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. A bunch of high-tech vehicles have been almost reclaimed by the sand.
Prereq: First vehicle tech?
Obsolete:
* The vehicles are not serviceable but they can be sold for spare parts.
* +50 Gold
* There's nothing that cannot be repaired with our intelligence [House Ordos Only]
* Create a Roller unit.
Abandoned Thopters
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier battle. Fallen thopters litter the land where a dogfights must have taken place in the past. Among them, you find some in better confiiton.
Prereq: Combat Ornithopters tech
Obsolete:
* The vehicles are not serviceable but they can be sold for spare parts.
* +50 Gold
* What is working between them can be made to one whole [House Atreides Only]
* Create a Buzzard Thopter unit with the "Poorly Maintained" promotion
Abandoned Artillery
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier siege. A bunch of high-powered weapons are littered among the bleached bones of fallen soldiers.
Prereq: Chemical Explosives tech
Obsolete:
* Someone on the market is sure to have some good use for these.
* +50 Gold
* How delightfully destructive! See what we can salvage. [House Harkonnen Only]
* Create an Assault Cannon unit with the "Poorly Maintained" promotion.
Landsraad intrigue.
-- A motion in the Landsraad would deprive us of spice harvesting rights near <cityname>.
Prereq: High Council tech and City with spice resources nearby
Obsolete: None
* "Our hands are tied, there is nothing we can do."
* Destroy all spice resources in BFC of <cityname>.
* "Any decision can be changed by a well-placed solari. Spread some bribes around to exclude our holdings from the motion."
* -100 gold.
* "Use our political allies to ensure that the motion fails."
* Add +100 culture in <cityname>. [Requires Bene Gesserit.]
* "Fools. Crush the motion with our veto."
* No effect. [Requires Corrino.]
Palmery
-- We have discovered a cache of water near <cityname> with a handful of scraggly palms - many thousands of litrejons.
Prereq: Requires Way of Liet tech
Obsolete:
* 1. Bring the water to <cityname> Water is life.
* +30 water in <cityname>
* 2. Use the water to sustain the trees. Every drop must further the path to Paradise. [Requires Arrakis Paradise civic.]
* Add a Palmery building to <cityname>.
* The water belongs to the people. Spread the good fortune [Requires House Atreides]
* +1 Permanent hapiness in city
Spoiler Common Events :
These events do not need high tech or specific conditions and therefore are likely to happen far more often. They should have minimal impact on the game if the player doesn't wish to.
Assembly of Lords
-- The nobles of Dune are assembling and you've been invited as a person of some importance
Prereq: None
Obsolete: None
* I have no time to spare on those pampered fools.
* -10% culture production for 5 turns. +20 hammers on your capital.
* You have insulted the influential people of Dune but you used this time productively.
* I'll be delighted to attend and catch up with those esteemed personas.
* +10% culture production for 5 turns
* You take the opportunity to show your exquisite manners.
* I absolutely insist this occurs at our capital [Corrino Only]
* -30 Gold, +20 culture on your capital for 5 turns.
* You arrange grand ball which shows your superior culture.
Coriolis Storm
-- Our <unit> has been caught in a brutal Coriolis Storm. What shall we do?
Prereq: Unit in a desert tile
Obsolete: None
* Try and out run the storm, to get to safety.
* 50% chance unit destroyed, 50% chance no effect.
* Hunker down and wait it out.
* Unit takes 50% damage.
* Meld in the sand my brothers [Fremen Only]
* Unit loses next turn.
Insect infestation
-- A <Dune insect> has infested the area around <city> and its causing issues in our moisture gathering
Prereq: None
Obsolete: None
* We have no time to deal with this, let it run its course.
* -1 water production for 5 turns
* Pay some locals to exterminate the mass of them.
* -10 Gold
* Use our conservation technology to direct the insects to a restricted area where they can then be bred safely.
* -50 Gold. Creates a new insect resource around the city.
A wounded visitor
-- A member of a local tribal expedition has stumbled wounded into <our city name>. Apparently they were caught by a Sandworm and he's the only survivor.
Prereq: None
Obsolete: None
* Help him get back on his feet and have him on his way
* +1 Happiness on [city] for 10 turns.
* Word of your benevolence spreads around the location.
* Filthy tribals. Help him only if he provides something of use.
* +1 Production for 10 turns as he repays his debt.
* Ah perfect, a new volunteer for the arena [Harkonnen only]
* +1 Happiness, +2 Gold in [city] for 10 turns
* He fought well, but not well enough.
* Introduce him into our cause. [Fremen Only]
* New Fremen special combat unit spawn in <city>
Unhappy workers
-- "A group of skilled spice workers in <cityname> are unhappy with their conditions, and are threatening to leave Arrakis."
Prereq: Spice Industry tech
Obsolete: None
* So be it, let them leave.
* No effect.
* Offer to double their salaries and improve their working conditions.
* -100 gold. create three spice resources with harvesters improvements built on them within your territory.
* Round up the ringleaders and kill them. The rest will fall into line." +3 unhappy in <cityname> for the next 20 turns.
* Create three spice resources with harvesters improvements built on them within your territory.
Survivors
-- Our patrols found a group of injured men in the desert near <cityname>, survivors from from a crashed thopter.
Prereq: None
Obsolete: <some early game tech - maybe Dune topography?>
* "See to their injuries, and see if any will join us."
* Gain an infantry unit in <cityname>.
* "Spare them, and then let them work off the debt we owe them."
* Gain two slave units in <cityname>.
* "Their water must be saved. Finish the wounded and bring them to the deathstills."
* +15 water in <cityname>. Requires Fremen.
House Minor: fealty
-- We have come across the remnants of one of the Houses Minor, who have survived the Catastrophe. They are being hunted by the <civname>, and offer their fealty in exchange for protection.
Prereq: A barbarian city and contact with another civ
Obsolete: None
* Allies are always useful. Attack the <civname>,
* <barbarian city> and all units in it become yours. Declare war on <civname>.
* Arrakis is harsh enough without borrowing the troubles of others. Stay well away."
* No effect.
* We will assist - but we don't work for free. Work out a contract, and then organize the attack. [House Ordos Required]
* <barbarian city> and all units in it become yours. Declare war on <civname>. +100 gold.
Water efficiency.
-- An able tech-man suggests an innovation that will improve our water efficiency near <cityname>.
Prereq: Windtrap Improvement OR Groundwater Well Improvement OR Dew Collector improvement.
Obsolete: None
- Good, give him what he needs to implement the improvement.
- +1 water income in tile with the improvement
- -30
- Let him show us how it works, and then improve on it" [House Ix nly]
- +2 water in tile with the improvement.
- Promote him, this is the kind of man we need. [Requires: Meritocracy civic.]
- Add a free techman specialist to <cityname>
The Prophet
-- A crazed prophet from the desert has been spotted in <cityname>, preaching a return to the old ways. His speeches attract a growing following.
Prereq: None
Obsolete: None
* He may rile up the populace, but they will tire in time. Let him speak.
* <cityname> goes into anarchy for 2 turns.
* "His words undermine our rule. Have our clerics brand him as a heretic and disperse the crowd" [Requires theocracy civic.]
* -1 unhapiness in city for 10 turns
* One of the Chosen! Welcome him as a brother. [requires Shai-Hulad state religion.]
* Gain free priest specialist in <cityname>.
* Silence him. Quietly. [Requires War of Assassins civic]
* -20 Espionage.
Rogue agent.
-- A Rogue agent from <civname> has contacted us about defecting...for a price
Prereq: None
Obsolete: None
- A rogue agent cannot be trusted. He will do the same to us. Ignore him.
- No effect.
- Make sure he has valuable information and then reward him accordingly
- +100 against <civname>. -50
- Take him in, and use him as a double agent. [Requires War of Assassins civic.]
- +200 against <civname>
- Take him to the torture chamber and make sure he spills everything he knows. The discard him. [Requires House Harkonnen]
- +120 against <civname>.
Gardens
-- A new fashion is spreading on Arrakis, where wealthy nobles built opulent gardens and fountains. Many nobles in <cityname> are demanding more water.
Prereq: None
Obsolete: None
* Allow the nobles to build their fountains - we need these people.
* Permanent -5% water in <cityname>, +5% culture in <cityname>
* Refuse the water, even if this angers the nobles.
* Permanent +1 unhappy, -10% culture in <cityname>.
* None of our people would waste water on such frivolity. [Requires Water Discipline civic.]
* No effect.
Unhealthy Goods
-- Smugglers have been active around <cityname> and selling some highly toxic narcotics. What should we do?
Prereq: None
Obsolete: None
- Put our agents in rooting their operations out and driving them out of the area.
- -100% in <cityname> for 20 turns.
- Ignore them. Whoever buys this, is worth his fate.
- Permanent +1 in <cityname>.
- Increase patrols and checks. Don't let any of this stuff in. [Requires Guardhouse]
- No effect.
- I need to get me some of that s--t! (Your skill in chemistry allowed you to create a new version of the drug that improves productivity.) [Requires House Ecaz]
- Permanent +1 and +20% in <cityname>.
Unwelcome Visitors
-- Smugglers have been active around <cityname> and selling some highly volatile explosives to reactionaries. What should we do?
Prereq: None
Obsolete: None
- Put our agents in rooting their operations out and driving them out of the area.
- -100% in <cityname> for 20 turns.
- We don't have time to waste rooting them out.
- Permanent +1 in <cityname>.
- Increase patrols and checks. Confiscate anything suspicious you find. [Requires Guardhouse]
- No effect.
- Get in contact with them and offer them a job. Then tax them. [Requires House Ecaz]
- Gain a free merchant specialist in <cityname>
Unruly Locals
-- Local tribals have been visiting <cityname> and using up our water reserves.
Prereq: None
Obsolete: None
- Put our agents to riling up xenophobia in the populace to stop them blending in.
- -100% in <cityname> for 20 turns.
- There's nothing we can do about locals.
- Permanent -5% water in <cityname>.
- Lockdown the city. Require travelling papers to let people through. [Requires Guardhouse]
- No effect.
- Send out one of our sisters to "talk" to them. Convince them to join our cause.[Requires Benne Gesserit]
- Population in city increases by 1.
Water customs.
-- A great banquet is held in <cityname>. By custom, the guests spill water onto the floor with is mopped up with towels, whose drippings are then sold to the poor.
Prereq: None
Obsolete: None
- "Who am I to change Tradition? Allow the custom to stand."
- +20gold.
- End this disgrace, it has no dignity. All supplicants who visit the palace will receive a cup of water for free.
- +1 for 10 turns
Disease.
-- A virulent disease outbreak has occurred in <cityname>.
Prereq: None
Obsolete: None
- Implement a quarantine, and hope for the best.
- -1 population in <cityname>. +1 permanet in <cityname>
- Purchase the services of the Suk Doctors, who can find a cure before the disease spreads too far.
- -150 . Requires Suk training tech (I forget the precise name).
- Our medical infrastructure leaves us well prepared, we can halt the spread of the disease. [Requires Hospital building.]
- No effect.
- Our gene-tweaked nature makes us immune, only the resident Powindah will be affected. [Requires Tleilaxu.]
- No Effect
Spoiler Work In Progress :
These are half-formed ideas for events. Feel free to expand on them.
Water Seller's Monopoly
-- The Water Sellers are not happy that their monopoly is challenged by houses having their own operation in the pole.
Prereq: City in the polar region
Obsolete: None
Philanthropy Drive
CHOAM Insolvency
Spice Miner's Strike
-- Recent events have forced the hand of the Miner's Union which is now refusing to work.
Prereq: Built Spice Miner's Guild
Obsolete: None
The spoilers above will keep being updated as more ideas are added in the thread.